Diablo® III

How to Make Loot Fun - Potential of D3

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Parallel progression ! Important !

THIS is the most lackluster principle about Diablo 3 at the moment. Currently there are to few carrots to chase. Parallel progression means we improve on multiple aspects simultaneously. The current game SHOULD allow to always make small steps of improvement no matter in what direction we are going. But there aren´t enough tabs to progress in. Currently there are:

- Paragon levels: Every time you kill anything you gain XP
- Gem upgrades: On every kill you have the possibility to find a gem and move closer to the "gem-limit". Per gem slot you will need 729 gems of the same type. It´s like a second XP bar that increases by 1 every time a needed gem drops.
- Items (Screen-DPS): The most important tab of progression, but also the one that has the biggest problem. Items that are found at the moment don´t have "character". People are not searching for new boots, for a new weapon or for a new ring. They look for an overall + in the DPS screen. Sometimes it feels like there is only one item-slot called the "DPS-Screen"-charslot. This was done better in Diablo 2 where people explicitly looked for white items to fill the weapon slot and then put a check on that slot and tried to improve the other ones.
- Knowledge: When unexperienced people gain new informations on every run. Identifying which events to skip, what the map layout looks like and how to fight certain monsters, etc.

These tabs are already allow for a good feeling of parallel progression, but people want more, so let´s start by adding better crafting and adding imbues!

!!Skip this!!

Itemization in Diablo 3 is one of the most improvable aspects of the game so i think most feedback should be directed towards this area. This feedback is NOT supposed to be a demand towards our dear CMs but rather a thought-process of the community agreeing/disagreeing with one another to reveal strengths and weaknesses of the suggested ideas to reduce the ...

Disparity of perspectives

Going by the premise of humans being rational (not logical) it´s possible to say that people standing at the exact same viewpoint of a certain topic are going to make the exact same conclusions. Consensus isn´t met every time when ideas from individuals coming from different perspectives collide and no one is capable or willing to change the personal perspective. This is where the world wide web shines. It allows to bring probably any viewpoint possible to the table and allows to look at the topics from a greater distance from many angles. So provide every thought you guys have, everything that doesn´t suit you everything you disagree with so we can create the improved...

Carrot on a stick

The carrot on a stick is the most simplified model of motivation through anticipation of a reward. Biggest problem of this analogy is the lack of showing possibilities how to increase the hunger of the "carrot-chaser". Many Diablo players i have talked to feel the carrot they are chasing right now is either to hard to catch or does not satisfy enough when caught. The most simple way to address this issue is to simply add more carrots to the equation. But let´s not leave it at carrots, we want apples, hot dogs and German "Wurst" tingling in front of our eyes. Adding more and more motivators has the benefit that we can allow the chaser to more often catch something he was chasing for, but even more importantly to give him "Wurst" while he was chasing the apple. Convincing us to get things we didn´t even know we are hungry for is such a diabolic process that simply confuses us and as soon as we start chasing every stick and being rewarded with even the smallest forms of rewards most players will stick to chasing it. So let´s add more carrots via ...

Parallel progression ! Important !

THIS is the most lackluster principle about Diablo 3 at the moment. Currently there are to few carrots to chase. Parallel progression means we improve on multiple aspects simultaneously. The current game SHOULD allow to always make small steps of improvement no matter in what direction we are going. But there aren´t enough tabs to progress in. Currently there are:

- Paragon levels: Every time you kill anything you gain XP
- Gem upgrades: On every kill you have the possibility to find a gem and move closer to the "gem-limit". Per gem slot you will need 729 gems of the same type. It´s like a second XP bar that increases by 1 every time a needed gem drops.
- Items (Screen-DPS): The most important tab of progression, but also the one that has the biggest problem. Items that are found at the moment don´t have "character". People are not searching for new boots, for a new weapon or for a new ring. They look for an overall + in the DPS screen. Sometimes it feels like there is only one item-slot called the "DPS-Screen"-charslot. This was done better in Diablo 2 where people explicitly looked for white items to fill the weapon slot and then put a check on that slot and tried to improve the other ones.
- Knowledge: When unexperienced people gain new informations on every run. Identifying which events to skip, what the map layout looks like and how to fight certain monsters, etc.

These tabs are already allow for a good feeling of parallel progression, but people want more, so let´s start by adding better crafting and adding imbues!

The "Jay (i'm happy)" or "Nay (i'm sad)" - dilemma:

A dilemma is a situation where you can chose between two outcomes, but both outcomes have negative consequences. How does this apply to Diablo 3? In Diablo 3 we have the upgrade (Jay) vs. the nonupgrade (Nay) dilemma on every itemdrop. If the dropped item is not an upgrade it's a nay-item which makes it useless. If the item is an upgrade the chance of every next drop to be an upgrade decreases. This can not be foregone completely but by creating multiple progression tabs you can decrease the effect of every "yeeha, i found something" but let them occur more often.

Stop Skipping

Crafting in other games:

Diablo 2: The most famous one. I´m going to stick to the "Item-crafting". This was the most complex item-system of the game but also had the chance to create the best items for many slots. To craft properly one had to find many types of items and acquire a lot of knowledge. There are ilvls, clvls, alvls, affixes, recipes and itemtypes that needed to be studied and while farming the mats you always had a chance to also find things you were not looking for which made it feel even more rewarding.
- Complexity
+ Could be very rewarding
+ Progression in many tabs

Titan Quest:
Probably one of the best crafting systems was titan quests charm/relic hunting. These imbues were bound to monster types and only these could drop the items. There were 3-5 parts each imbue consisted of and there were 20+ types of imbues. Each imbue could only be cast on certain armor types and only if the item is not of unique quality. Here is where the magic happens: The small parts held a small bonus that always increased by the same amount for every new part added but once the charm was completed new affixes from a new affix pool were added!
Example: Incarnation of Hektor´s shadow: 60 defense & 3 % chance to dodge projectiles per part. On completion the imbue additionally rolled one of the following stats: 65 defense, 450 life, 26 strength, 16% armorpen, 41% reistance.
This might seem redundant but in the game it created great incentives to use rare items instead of uniques and farming for the rare ones could keep people entertained for hours every time they found an upgrade. My absolute favourite system.
+ Great customization and incentive to farm
- The monsters that dropped charms didn´t drop anything else and didn´t allow for parallel progression

Torchlight:
A very unusual form of crafting but it had its hights. For a small fee you had a chance to either add an affix, not change anything about the item, or remove all existing affixes.
+ Very simple, very fast
+ Items are never completed
- Risk of item going from hero to zero was to big.
- tooo random.

Ideas for Diablo 3

Imbues

As mentioned above imbues, to me, are the greatest type of progression in ARPGs. The idea is to create a new item-type that has varying loot-tables for each region. These items can imbue certain item-slots and those can not be of unique quality. They consist of several parts (3-7) and each part roles random stats of the same affix and can be imbued on an item even if the imbue is not completed. If combined the affixes add up and if completed they also gain a new affix from a new affix pool. If this new affix is an ability a more detailed description is available in the "imbue-window" Imbues start dropping in Hell difficulty. Imbued items can not be traded.

Example: In the cathedral, the crypts and the festering woods each monster has a chance to drop an "imbue of withering". This item is an additional item drop and does not effect other item drops. It is not influenced by magic find and it can not be traded. The "imbue of withering" consists of 6 parts. It can only imbue amulets. The base attribute of each part is "+2-8 intelligence, 1-3 strength". A completed imbue can vary from +12 intelligence and +6 strength to +48 intelligence and +18 strength. When the imbue is completed it gains an additional affix giving the imbue a random passive from any class (only the respective classes can use it).

If implemented correctly these imbues can create huge incentives to keep farming and improving. What does correct implementation look like? Important rules are:

- Easy to achieve, very very hard to perfect: The first step to make this possible is randomization. Everybody will be able to complete imbues but most of them will be of average quality if rushed. Those that want perfect ones will have to farm for a long time. The second step is to make people lose the imbue, once it has been used. If you managed to craft a perfect one, it is necessary to still have an incentive to craft new ones. So the imbue has to be lost if the amulet is replaced.

- Make them farmable, but not as an exclusive type of progression: As mentioned in the example these things have to drop WHILE killing whatever you want to. If you limit them to an area where ONLY imbues drop, people get tunnel visioned and are saddened every time they don´t get the drop they wanted. But making them drop at completely random locations makes it to hard and to unrewarding to strive and hunt for those. So the perfect solution is to bind certain imbues to certain places that allow for efficient farming but not at the cost of normal loot.

- The inventory problem: The biggest problem is the space these little imbues take up. I think usually people will want to farm at least for two sorts PER imbue. One perfect slot that wants the best stats and one "trash" slot that people just want to complete so they can get the completion affix. But i wouldn´t call it a problem, if there wasn´t a possible solution to this. By creating a new "imbue-screen" that has all imbues listed you can not only create an easy way of informing people which imbues exist but also give them the possibility to craft one imbue in the window. If people want to work on more than one imbue they will have to give up a slot in their inventory. I´m thinking about creating 20 imbues, so the window would consist of two rows with ten imbues per row. All available imbues will be listed there and be greyed out until the player stores a partial or a completed imbue in the slot. The player can drag this imbue out and use it on an item at any given time. If moving the mouse over an imbue in the "imbues-screen" a tooltip saying "This magical tool can increase it´s wearers intellect and strength if used properly. It was seen to be created as a side product when corpses in the foul crypts and graveyards were reawakened." to show people what the imbue does and give a rough description where it can drop.
Edited by Dwelve#1798 on 4/5/2013 7:24 AM PDT
Example of a few imbues:

1. Example:
Imbue of withering:
- Parts drop in Cathedral, Festering Woods, Crypts, The Weeping Hollow
- Tooltip: "This magical tool can increase its wearers intellect and strength if imbued on an amulet. It was seen to be created as a side product when corpses in the foul crypts and graveyards were reawakened."
- Can imbue amulets
- 6 Parts
- 2-8 Intelligence, 1-3 Strength (Min: 12 Int, 6 Str; Max: 48 Int, 18 Str)
- Completion bonus: Gain a random passive for your character (respective class only)

2. Example:
Imbue of celerity:
- Parts drop in Fields of Misery, Howling Plateau, Desolate Sands
- Tooltip: "This magical tool can increase its wearers speed, allowing him to move quicker and dodge attacks if imbued on an amulet. Creatures in huge open areas had to adapt to their environment and move quickly to survive. Magicians claim to be able to harness their essence and bind it to scrolls."
- Can imbue amulets
- 3 Parts
- 1%-2% dodge chance, 0.5%-4% movement speed (Min: 3% dodge, 1.5% ms; Max: 6% dodge, 12% ms)
- Completion bonus: Teleport 20-60 yards by clicking "force move" on the ground while having the item not on cooldown, 60-10 seconds cooldown

3. Example:
Imbue of resilience:
- Parts drop in Hell Rift, Gardens of Hope, The Battlefields, The Barracks
- Tooltip: "Grants the wearer improved defense and allows to retaliate attacks."
- Can imbue shields
- 3 Parts
- 0.5%-2% all resistance, 5-50 armor (Min: 1.5% AR, 15 armor; Max: 6% AR, 150 armor)
- Completion bonus: + 50 random single resistance, Shield retaliation: After being struck the yielder has a 30%-80% chance to retaliate with 300%-2000% of intelligence as damage. The retaliation is not possible for 2 seconds after each block. (Coupled with this affix i would like to see at least one tier of shields that can role a lower block chance than 10%)

4. Example:
Imbue of fortification:
- Parts drop in Gardens of Hope, Desolate Sands, Fields of Misery
- Tooltip: "Allows its wearer to increase his life and a chance to summon a sacred shield when being hit."
- Can imbue shields
- 7 Parts
- 0.2%-1% increased life (Min: 1.4% HP; Max: 7% HP)
- Completion bonus: + 40 random stat, Sacred shield: When dropping below 50% HP a sacred shield appears and reduces all damage taken by 0.01%-0.1% of its wielders dexterity for 4 seconds, 60-15 seconds cooldown.

5. Example:
Imbue of strangulation:
- Parts drop in Festering Woods, Howling Plateau, Dhalgur Oasis, Stringing Wind
- Tooltip: "Reduces cooldown of all abilites and allows to drag monsters to the wielder."
- Can imbue shields
- 6 Parts
- 0.25%-1.5% reduced cooldowns, 2-10 Vitality (Min: 1.5% Cd, 12 Vit; Max: 9% cd, 60 Vit)
- Completion bonus: 10%-50% Chance to vortex a monster towards the player if its attack is blocked, + 12-60 Vitality

6. Example:
Imbue of domination:
- Parts drop in Cathedral, Alcarnus, Tower of the damned
- Tooltip: "Increases summoned minions damage and allows to control more minions. Gather the essences of Sanctuarios' greatest summoners and bind them on a scroll."
- Can imbue Belts, Amulets
- 3 Parts
- 1%-4% increased minion damage, 0-2 Pickup radius (Min: 3% MD, 0 PR; Max: 12% MD, 6 PR)
- Completion bonus: summoning mastery: Reduces cooldown of minion based spells by 1%-50%, 10%-50% chance to summon twice as many minions.

7. Example:
Imbue of venom:
- Parts drop in Howling Plateau, Fields of Misery, Fields of Slaughter
- Tooltip: "Increasing its wearers Agility and Resistance. Gathered from the most poisonous areas in Sanctuario this allows to apply a deadly venom to the attacks, once completed.
- Can imbue Shields, Belts
- 5 parts
- 3-10 agility, 1-6 poison resistance (Min: 15 agi, 5 pr; Max: 50 agi, 30 pr)
- Completion bonus: Venomstrike: Normal, non critical hits apply a poison, dealing
100%-2000% of the players poison resistance as damage over 2 seconds

8. Example:
Imbue of oppression:
- Parts drop in all dungeons that spawn randomly
- Can imbue Belts
- 5 Parts
- 1-3% Chance to stun on hit, 0,5%-1.5% inceased attackspeed (Min: 3% stun, 1.5% ias)
- Completion bonus: Oppression: Increases the duration of crowd control effects by 10%-60%.

9. Example:
Imbue of refraction:
- Parts drop in all areas that have small runner type monsters.
- Can imbue Belts, Amulets
- 3 Parts
- 1-3 Pickup Radius, 4-14 dexterity (Min: 3 PR, 12 Dex; Max: 9 PR, 42 Dex)
- Completion bonus: Deflection: 1%-5% chance to deflect incoming damage (deflect = you take no damage) and deal 2%-6% of its damage to all enemies within your pickupradius.

10. Example:
Imbue of dedication:
- Parts drop in all areas that have ghost type monsters.
- Can imbue Belts, Boots
- 5 Parts
- 1-15 Dexterity, 1-15 Strength, 1-15 Intelligence (Min: 5 Dex/Str/Int; Max: 75 Dex/Str/Int)
- Completion bonus: a) Addiction I: 1%-4% Increased Dex, Str or Int (80% chance)
OR b) Addiction II: 3%-6% Increased Dex, Str or Int (20% chance)

11. Example:
Imbue of efficiency:
- Parts drop from all monsters in areas with beefy monsters
- Can imbue shields
- 4 Parts
- 1%-3% Increased resource gain, 2-11 Strength (Min: 4% IRG, 8 Str; Max: 12 IRG, 44 Str)
- Completion bonus: Increases resource cap by 1%-20%. Every time you generate 50% of your resource Limit you heal yourself for 100%-1000% of your Strength

Crafting using the jeweler and the blacksmith:

Crafting has a few major purposes once the max level has been reached. The first one is to improve the loot experience. On every kill monsters have a chance to not only give better gear to the player but to also give new materials to the player. In D3 this is ensured through salvaging items that have no use to the charakter. The next goal of a good crafting system should be to allow to customize the players gear by giving him a way to influence the loot he gets. The only decision the player has at the moment is whether he wants to use his materials for boots or for a belt. Combined with the huge effort and the lack of unique affixes for crafting it is very discouraging for players to invest time in crafting rather than killing a few other monsters which grants the same reward. Crafting should add new affixes and allow for alternative loot paths. Players should be allowed to dedicate their hunt to materials and see the regular items as an added bonus if they so desire. A little bit of complexity should also add more fun and dedication from players.

Changes to crafting materials:

Following the idea of parallel progression crafting materials have to pile up while the player is doing whatever he wants. The other goal is to make the piñatas that dare calling themselves our enemies more interesting to pop. We can achieve this by changing the current crafting material system a bit:

- Material quality: Depending on the affix quality of the salvaged item we can get 3 types of material quality: normal, superior and magical. Items in the 0%-60% range of the best affixroll salvage into normal quality (90%) or superior quality (10%). Items with the best affix being in the 60%-94% range salvage into normal quality (20%), superior quality (70%) or magical quality (10%). Items with their best affix in the 94%-100% range salvage into superior quality (50%) or magical quality (50%). This allows you to gain superior and magical crafting materials even from white and blue items, making these items really interesting to dedicated crafters. Yellow items still have the advantage of rolling more affixes and therefore having a higher chance on high affix rolls.

Usage of normal, superior and magical quality: At first we have to remove these materials from the inventory completely. Right now there are 3 different lvl 60 crafting materials and adding quality levels will overflow the inventory. Since these materials don´t have any use at all, no matter how often you click on them they do not deserve to be in the players inventory. Create a new crafting window with a 3x3 grid. Not only does this look really compelling and tidy, but it also removes the hastle of storing and picking them back up. Dragging those into the trading window should still be possible though. Also, dragging higher quality materials into lower quality brackets inside the materials window allows to downgrade the materials fast. At the crafting window the player can chose which quality level materials he wants to use.
The different quality levels influence the efficiency of the player´s crafting by altering the amount of items crafted. Normal materials always generate one item. Superior materials have a 20% chance to create one item, a 70% chance to create two items at once and a 10% chance to create 3 items. Now things get crazy: Magical items have a 50% chance to create 3 items, a 30% chance to create 4 items, a 15% chance to create 5 items, a 4% chance to create 7 items and a 1% chance to create 10(!!!) items at once. These items are rolled individually and the player should make sure he has free inventory space if he doesn´t want to turn into a pinata himself.

- New crafting item, that CRAFTS!: More loot is something everybody wants. Another colour that we can cheer about and look forward to on every kill called SCROLL OF THE HORADRIM.
A very rare crafting material that can drop everywhere and stacks in the players inventory. Dropchances are higher for unique monsters. This item allows players to increase the third affix of an item by a random amount between 1%-30%. The bonus is shown as a new affix at the bottom of the items description and adds "of the horadrim" to the basic items name. You can use the scroll of Horadrim as often as you want to reroll the increas of the third affix.
Edited by Dwelve#1798 on 4/9/2013 7:31 AM PDT
Crafting - Blacksmith:

New recipes can drop from monsters. These are similar to sets but every piece works well on its own and they allow players to add flavour to their itemslots by introducing new affixes. These items have the same crafting materials cost as the regular rare items + one white item. The affixes of the white item will be kept when crafted. After an item has been crafted it can be enchanted with a scroll of the horadrim to add one additional effect.

Crimson-recipes:
These allow players completely forgo the current defensive stats armor and resistance affixes by granting the player a huge lifeboost and situational defense. Items crafted with these recipes have NO armor and NO resistance at all. They can not be imbued and can not be traded. Crimson items can be created for the boots, belt, shoulders and wrists-slot. They have 3 base affixes:
+ 200-500 Vitality
+ 10%-20% Life
+ Armorconversion 1-25 (Armorconversion: For every 1000 points of damage the character takes he gains x amount of armor for 5 seconds.)
Along with these set affixes there are another 4 affixes (excluding armor/resist):
1. Either +5.000-25.000 Healthglobes/Potions OR +500-2.500 Hp/s.
2. random affix from the current affixtable (affixlevel = itemlevel)
3. random affix from the current affixtable (if 1 higher alvl is available than alvl = ilvl + 1; if no higher alvl is available than alvl=ilvl - 1)
4. random affix from the current affixtable (if 2 higher alvl are available than alvl = ilvl + 2; if no higher alvl is available than alvl=ilvl - 2)
Additionally to the affix-roles the player can enchant crafted items to gain one ability that is autocast every 30 seconds (wizard-armor,monk-mantra,barb-shouts). Only the latest ability that has been put on works (if the player has more than one enchanted item).

Obsidian-recipes:
These allow players completely forgo the current critchance and critdmg affixes by granting the player an attackspeed bonus and increasing monsters vulnerability. Items crafted with these recipes have NO critical chance and NO critical damage at all. They can not be imbued and can not be traded. Obsidian items can be created for the boots, hands, amulet and head-slot. They have 3 base affixes:
+ 100-250 Attribute
+ 1%-5% increased attack speed
+ a) Vulnerability 50-375 (80% chance) or b) Vulnerability 50-750 (20% chance) (Vulnerability: Increases the damage taken by target by x after each completed attack (% increased by dexterity-attribute (2000 Dex = 2000%)). This damage is added after critmodificators and is therefore not improved by critical hits.)
Along with these set affixes there are another 4 affixes (excluding crit,critdmg):
1. + 2-7 pickup radius
2. random affix from the current affixtable
3. random affix from the current affixtable
4. random affix from the current affixtable
Additionally to the affix-roles the player can enchant crafted items to gain one ability that has a 1%-10% chance to be cast on hit (chackram,exploding palm,zombie charger,energy twister). Only the latest ability that has been put on works (if the player has more than one enchanted item).

Ember-recipes:
These allow players to heavily take advantage of abilities dealing damage over time. Items crafted with these recipes have NO critical chance and NO critical damage at all. They can not be imbued and can not be traded. Ember items can be created for the weapon, hands, head and amulet-slot. They have 3 base affixes:
+ 4%-12% increased damage to elite monsters
+ 1%-6% movementspeed
+ a) Curse mastery 10%-35% (80% chance) or b) Curse mastery 25%-55% (20% chance)
(Curse mastery: Increases strength of damage over time effects that are applied to the enemy)
Along with these set affixes there are another 4 affixes (excluding crit,critdmg):
1. Either +50-200 armor or +20-50 single resist
2. random affix from the current affixtable
3. random affix from the current affixtable
4. random affix from the current affixtable
Additionally to the affix roles the player can enchant crafted items to gain one permanent minion (mystic ally,raven,3 zombie dogs,Madawc) that is resummoned after 30 if it dies. Only the latest ability that has been put on works (if the player has more than one enchanted item).

Anthracite-recipes:
These recipes bring a new use to all the crowd control affixes that spawn on items by adding a dmg-aspect to successful procs. Anthracite items can not roll main attributes. Along with this set there will be a new lvl 59 2hand legendary which quadruples the damage done by the procs. They can not be imbued and can not be traded. Anthracite Items can be made for the chest, head, belt and ring slots. They have 3 base affixes:
- Reduction to crowdcontrols +3%-12%
- Reduced damage from elites by 2%-5%
- a) Empathy 300%-1500% (90% chance) or b) Empathy 1300%-2000% (10% chance)
(Empathy: For every proc of crowd control effects the target also receives x dmg based on Vitality)
Along with these set affixes there are another 4 affixes (excluding main attributes):
1. random crowdcontrol effect
2. random affix from the current affixtable
3. random affix from the current affixtable
4. random affix from the current affixtable
Additionally to the affix roles the player can enchant crafted items to gain one permanent minion (mystic ally,raven,3 zombie dogs,Madawc) that is resummoned after 30 if it dies. Only the latest ability that has been put on works (if the player has more than one enchanted item).

Cyan-recipes:
These allow players completely forgo the current defensive stats armor and resistance affixes by granting the player dodge and a bloodshield. Items crafted with these recipes have NO armor and NO resistance at all. They can not be imbued and can not be traded. Cyan items can be created for the belts, bracers and boots-slot. They have 3 base affixes:
+ 3000-15000 Healthglobes/Potions
+ 3%-13% Dodge
+ Bloodshield 10%-33% (Bloodshield: The character is surrounded by a shield with x% of your healthglobes/potion bonus as HP. The shield regenerates 5% of its value per second.)
Along with these set affixes there are another 4 affixes (excluding armor/resist):
1. Either 1%-5% IAS OR Bonus minimum damage 5-33.
2. random affix from the current affixtable
3. random affix from the current affixtable
4. random affix from the current affixtable
Additionally to the affix-roles the player can enchant crafted items to gain one ability that is autocast every 30 seconds (wizard-armor,monk-mantra,barb-shouts). Only the latest ability that has been put on works (if the player has more than one enchanted item).

Mesmer-recipes:
These allow players completely forgo the current critchance and critdmg affixes by granting the player a damage bonus to runes. Items crafted with these recipes have NO critical chance and NO critical damage at all. They can not be imbued and can not be traded. Mesmer items can be created for the boots, hands, amulet and head-slot. They have 3 base affixes:
+ 100-250 Attribute
+ 30-60 All Resistance
+ a) Runeaffinity 5%-25% (90% chance) or b) Runaffinity 15%-30% (10% chance)
Runeaffinity increases the damage done by abilities using a specific runetype (obisidian, indigo, crimson, alabaster, golden) by x
Along with these set affixes there are another 4 affixes (excluding crit,critdmg):
1. + 2-7 pickup radius
2. random affix from the current affixtable
3. random affix from the current affixtable
4. random affix from the current affixtable
Additionally to the affix-roles the player can enchant crafted items to gain one ability that has a 1%-10% chance to be cast on hit (chackram,exploding palm,zombie charger,energy twister). Only the latest ability that has been put on works (if the player has more than one enchanted item).

Runecrafting using Shen:

The next character that needs more use is Shen the Jewelcrafter! His job is to give players small improvements over long periods of time. Currently he is only capable of upgrading gems as a form of progression. Every gem that drops currently increases the players progress by a small amount. The higher the upgrade gets the lower the total increase of strength is. For every perfect gem the player currently needs 729 gemdropps of the same type in inferno-difficulty. Problems arise when players start using the auction house. The costs of buying a gem in the auction house are about the same as the costs to craft the gem yourself and therefore removes the incentives to collect gems at all. This removes Shen's purpose almost completely and therefore he needs a new thing to do!
Runecrafting allows players to improve their favourite abilities and if really dedicated, players can even "perfect" those. Long long ago every rune had multiple levels but this was removed because the system of storing hundreds of runes was to clunky. So to address this the system has to change a little:
Runepower: For every kill the player gains 1 runepower (10 for elite, 100 for bosses) to one random rune-type (crimson,obsidian,golden,indigo,alabaster) that is not capped. The runepower is shown in a small section at the bottom of the skill selection frame. Every rune-type can store up to a max of 100.000 runepower. If the player collects enough power he can use it to upgrade one of the abilities permanently to the next level by going to Shen and selecting the ability and the rune he wants to improve in a new tab called "Runecrafting". There are 3 upgrades for every rune possible. The first one costs 10.000, the second one costs 35.000 and the last and final upgrade costs 100.000. Upgrading reduces the runepower by the amount it costs. Players start earning runepower after completing normal mode by killing monster that grants experience. Runepower is shared among all characters of the same gamemode (softcore - hardcore).

New items for runepower: These items allow players to influence the runepower farming process and give new items to be excited about if they drop:
- Powerfocus: There are 5 types of powerfoci, one for every type of rune. They have a rare dropchance (one every 1500 kills) and are bound to the account. Once used they make the next 5.000 runepower gathered go to the rune-type they were called. (Crimson powerfocus, obsidian powerfocus,...)
- Equilibrium: Very very rare. Once used they make the next 5.000 runepower gathered go towards every rune-type at once increasing the amount gathered by 5 times. Tradable. They can be combined with a powerfocus by Shen and create enchanced powerfoci, which give 3 times more runepower, but only to one type of rune.
- Concentrated runepower: very quite rare. Can be given to Shen to increase a random runetype by 5.000 runepower. Account bound. Can be combined with equilibrium to give 2.000 runepower to every rune-type.

What would change? Level 60 characters progress in even more tabs with every kill they make, they have a chance to receive even more loot and most importantly players will have to make choices again. It would take huge amounts of time to level every rune to max level (3.625.000 runepower per rune for a character with 25 abilities) and therefore characters are forced to make choices again. The rune upgrades are not strong enough to greatly change a characters power, but still encourage those who focus on their favourite abilites. Since runepower is shared amongst all characters it's also profitable to level new ones.
Edited by Dwelve#1798 on 4/11/2013 3:26 PM PDT
Jewels:

Jewels were a nice small addition to the original Diablo 2 making loot even more interesting and giving more choices for socketing. The new jewels should go the same route having a few primary goals:

+ New items to search, find and loot
+ Adding alternatives and allowing players to make choices
+ New system for players to learn and research
+ Easy to go into and very rewarding if dedicated to it
+ Constantly small steps of progression

First of all there need to be some changes made to the socketing. Jewels have to be unique and allow new choices and alternatives to give people the items they want. Putting them on the same level as gem-sockets is therefore not an option. Instead each jewel will be put at the same level as one affix. So this is how it'll work:

Shen gets a new tab called "add jewelsockets". Selffound non-jewelsocketed white/blue/yellow items will be put in a slot and the player can chose to socket the item.:

Rare items: The player can chose how many jewelsockets he wants to add. The new sockets remove one affix per added socket from the item after the item has reached 6 affixes and start removing the affix in the lowest position of the item after that. Example:

Gloves: 150dex, 50 vit, 5 pickuprad, 5%ias -> adding 4 jewelsockets -> 150dex, 50 vit, 4 jewelsockets

Gloves: 150 strength, 5 pickup, 400 liferegen, 50 fireresistance, 5%crit, melee attacker takes 50 dmg -> adding 3 jewelsockets -> 150 strength, 5 pickup, 400 liferegen, 3 jewelsockets

Blue Items: Shen adds a random amount of sockets , up to 5, to the item. 9% chance for 1 socket, 14% for 2 sockets, 39% chance for 3 sockets, 34% chance for 4 sockets and 4% chance for 5 sockets. Blue items keep their normal affixes. A blue item with good rolles and 5 sockets is therefore stronger than a rare but very unusual.

White Items: Shen adds a random amount of sockets , up to 5, to the item. 9% chance for 1 socket, 14% for 2 sockets, 39% chance for 3 sockets, 34% chance for 4 sockets and 4% chance for 5 sockets. Jewels used for these sockets are increased by x% based on how strong the white item was. Example: White superior boots with 14% increased defense increase the stats of the jewels by 14%.

Items with more than 2 jewelsockets can not be repaired! (because they have to many holes in them and to give reasons to keep collecting white/blue items.

Variations of Jewels:
Having just one type of jewels wouldn't increase the current loottable by a lot so there have to be different types of jewels:

Normal Jewels: These jewels have up to 3 random jewelaffixes.

Class-specific Jewels: These jewels have up to 2 random affixes from the normal jewels-affixtable + 1 additional class specific affix (+% damage for ability/reduced cost of ability).

Elemental Jewels: These jewels have up to 2 random affixes from the normal jewels-affixtable + 1 elemental affix (+x% firedamage, + x% additional damage as fire, +x% fire affinity)

(Fire affinity acts like +x% firedamage but every jewel scales with itsself multiplicatively. Therefore it has to be lower. If used on a couple of jewels it is weaker, but when used on many or all jewels it has to be vastly superior)

Affixjewels: These jewels have up to 4 random affixes from the normal jewels-affixtable.

Jewelaffixes:

Since items with jewelsockets can not be imbued or enchanted they have to be stronger than usual affixes when combined but every jewelaffix on its own has to be weaker. 33%-50% of the normal affixes' strength should be able to be achieved by jewelaffixes. The offensive affixes crit/critdmg/ias should not be in the jewelsaffixpool.

However, because jewels give players a very direct and easy way to "craft" customized items jewelaffixes with high properties have to be very rare (10%chance).

Example:
Max roll for dex on regular item: 200. ->
Jewelaffixes: 50% 15-46 dex, 40% 25-56 dex, 10% 35-66 dex

Constant progression:

Since players will be encouraged to collect whole sets of jewels (10+) the chances of finding an upgrade are much higher than for example finding an upgrade for the amulet slot. This is much more rewarding and fun to the player, since even if he finds a very good jewel there will be still plenty of uses and potential for upgrades on the other jewels.

List of affixes:

All jewels:

Regular affixes: After a regular affix is picked it's quality version will be rolled: (50% chance regular, 40% superior, 10% mighty)
These are the mighty versions of each affix:

Dexterity: 35-66 , Intelligence: 35-66 , Strength: 35-66 , Vitality: 35-66 , All Resistance: 15-25 , Arcane/Cold/Fire/Lightning/Phsysical/Poison Resistance: 20-40 , Extra Health from globes: 4000-6000 , Life %: 2-4, Life after Kill: 1400-2000 , Bonus to minimum/maximum physical damage: 6-10 , % Damage: 2-4 , Armor: 66-100 , Block %: 2-4 , Blockamount: 200-600 , Crowd Control reduction % : 3-8 , Reduced damage from melee/ranged % : 1-3 , Reduced damage from Arcane/Cold/Fire/Lightning/Physical/Poison % : 3-6 , Thorns Damage : 1333-2000 , Gold Find % : 8-12 , Magic Find % : 9-14 , Movement Speed % : 2-3 , Pickup radius: 2-4 , Reduced Level Requirement: 5-6 , Chance to Chill/Fear/Freeze/Immobalize/Knockback/Slow/Stun on Hit % : 2-4 , Add durability: 30-100

Next, there are rare affixes for all jewels. These are very unlikey to roll (=1%), but have unique traits:

% Increased Ressource Generation: 2-8
Sturdy (items lose half as much durability, stacks multiplicatively)
% To Intelligence/Strength/Dexterity/Vitality: 2-5
% To Armor: 5-10
Life on Hit: 150-300
% Increased liferegen from all sources: 2-8 (multiplicatively)
% Chance to duplicate last spell: 2-4
% Chance to drop healthglobe on Hit: 5-10
% Chance to summon Fetish on Hit
% Dodge: 3-6
% Increased drop rate of jewels: 10-20
Add 1-7 Max damage for every 10% of life missing
% Increased damage taken by target by 1 - 5% (this affix stacks multiplicativly)
Reduce cooldown of healthpotions by 1-3

Elemental jewels:
These affixes are all tied to an element:

- % Increased Arcane/Cold/Fire/Lightning/Physical/Poison Resistance : 3-8
- % Increased Arcane/Cold/Fire/Lightning/Physical/Poison Damage: 3-8
- % Reduced Damage from Arcane/Cold/Fire/Lightning/Physical/Poison Damage: 2-4
- % Damage added as Arcane/Cold/Fire/Lightning/Physical/Poison: 2-4
- % Arcane/Cold/Fire/Lightning/Physical/Poison Affinity: 2-6 (Affinity becomes stronger than % Increased Damage after 11 jewels (1.06^11=1.89 vs. 0.08*11+1=1.88)

Class specific jewels:
These affixes give class specific bonuses:

- % Increased damage of random secondary ability of any class (19 Abilities)
- Reduced cost of random ability

Finding and crafting jewels:

Jewels have to be quite rare (10% per rare pack) but each type of jewels has to have an area with an increased dropchance. A jewel can reroll the affixes staying the same type (Classspecific/elemental...) using another jewel and 3000 gold or a brimstone and 10000 gold. Using a scroll of nephilim will reroll the value of the affixes but not change the affixes.

Why jewelsockets not equal to gemsockets:
The main reason i want it to be different is because gemsockets HAVE potential to be fun. Namely when you roll up to three sockets for just one affix. The slots where it can roll just one gem are rather boring but chests, pants and helmets are quite unique and add a lot. Furthermore gems allow for permanent progression because you can always keep upgrading them (unless you buy thme straight from the auction house).

If you add jewels and let them compete with gems you trivialize one or the other. If you find a few good jewels you will never need gems. However, if you seperate jewel and gemslots you can still have this fun "gemaffix" which allows for up to 3 gems AND still allow players to have strong jewels following it up.
Jewels can be much more interesting if they compete with an affix instead of a gemslot.

That´s it! I hope you guys enjoyed my ideas and see what´s still possible in Diablo 3 itemization and crafting systems.

TL;DR: New itemtabs to progress in. While farming you won´t be looking for legendaries only.
Progression through items:

1. Finding legendaries
2. Finding rares
3. Improving imbues (all 20 of them)
4. Improving Crimson-set
5. Improving Obsidian-set
6. Improving Ember-set
7. Finding high affix whites and blues
8. Leveling Runepower
9. Finding and Upgrading Jewels

Epilogue: Now that you managed to scroll down that far, what is left to do?

- Feedback: What do you understand? What does not make sense to you? Why do you like/dislike the feature? Give me your perspective and show me the flaws of the system.

- Improve: Discuss how to make this system better and add ideas.
Edited by Dwelve#1798 on 3/2/2013 7:05 AM PST
Charms - Talisman:

Okay, now that you have made it so far you might be thinking what purpose can adding a talisman serve. Add more build diversity? Simply act as an additional item slot? A new unique way to allow for crazy affixes? Well, the answer to all three is NO. Talismans should NOT be build defining, they should NOT have superrare and unique affixes and they are NOT supposed to degenerate into a second necklace-slot. So what purpose do they have?

Charms and the talisman have to be an entirely independent meta-game where players can make lots of small and cool upgrades that on their own might seem trivial but when combined create a unique sort of progression. So, how is that accomplished?


To see where this idea is going I'll have to refer to a popular D2 mod called Median XL. Medians charm system sucked, but that's not what we are looking at. What we ARE looking at is the ridiculous amount of affixes items could have. Items could have 20 affixes and more. Looking through one of these items could take minutes until you fully understood what this item actually did. And this was AWESOME! Items felt very unique, even affixes that didn't serve any purpose felt sweet simply because they created this huge wall of text. To accomplish the same thing in D3 we need the talisman.

At the opposite side of the necklace we add this cute little new item. When clicking on this item a new 3x3 frame opens. Charms (1x1) can be put into this 3x3 frame and so the max amount of charms the talisman can hold is 9. When you hover your mouse over, the talisman is going to show a huge wall of text with dozens of varying numbers. THAT is cool! THAT is the main purpose of the talisman. To have this permanently changing item that nobody else has in a similar way. Every talisman has to be unique, every talisman has to be more special than a snowflake. At the end of each month you are supposed to have the desire to show your talisman to your friendslist and compare it with theirs. SO LET'S GET STARTED!

Charms:
We introduce 4 (8) charms: Ar, Bon, Cur, Del, each of those has an elite version (Artis, Bones, Curil and Delta) that has a little higher stats and can be created by combining 3 charms of the same type. The regular versions drop as rarely as a unique with 400%MF (= it's a joy to find those!) and have one normal affixes ranging from "+1% increased dex" to "+5 pickup radius". Elite versions are ~33% stronger and should only be hunted by hardcore players. Normal charms roll the affixes when they drop, elite versions roll randomly when they are crafted by Shen. Charms are bound on account.

Affixes for regular charms:
All 4 regular charms share the same affixpool. For the lower levels it's enough to give fixed attributes on charms (5 Strength, 10 Vitality) as these will be replaced rather quickly and can not be combined into elite versions. The Inferno charms however have to be very very random as these will be found and desired for the rest of the game. Splitting the roles into 3 brackets makes it very very hard to get the perfect charms but still easy enough to find desirable charms:

- 5-35 Int/Dex/Str (50%) or 10-40 Int/Dex/Str (40%) or 15-50 Int/Dex/Str (10%)
- 1-2% MS or 2-3% MS or 3-4% MS
- 1-4 Pickupradius or 2-5 Pickupradius or 3-7 Pickupradius
- 30-90 Armor or 40-100 Armor or 50-125 Armor

Finding really awesome charms has to be a hard thing because you only need one perfectly rolled affix, therefore the chance for the highest roles has to be so low. The undesirable charms will be cubed into new elite charms allowing to reroll the affixes. The affixes for elite charms are a little bit higher but they cost 3 regular charms to make. (3 x Ar -> Artis, 3 x Bon -> Bones)

- 6-45 Int/Dex/Str (50%) or 13-53 Int/Dex/Str (40%) or 20-66 Int/Dex/Str (10%)

Unique charms:

Additionally to the regular 3x3 grid there are 4 extra slots located above, left, right and below the normal grid. These slots are dedicated to one unique charm each. The 4 unique charms have a corresponding act they drop in. Unique charms drop from unique bosses, act bosses with a low chance (1%) or from special events with a high chance (50%). The player can carry only one charm from each act. The unique charms have 2 random rolls from the elite charm affix pool and 1 fixed themed affix:
- "Act 1" - affix: 1%-5% reduced cooldown (50%), 3-8% cooldown (40%), 5-10% reduced cooldown (10%)
- "Act 2" - affix: 1%-7% increased random elemental damage (70%), 3%-10% increased random elemental damage (30%)
- "Act 3" - affix: 3%-8% increased MS (50%), 5%-10% increased MS (40%), 7%-12% increased MS (10%)
- "Act 4" - affix: 5%-15% increased damage of random ability

Charmwords:

As of now you simply find a charm that gives +10 dex or 50 life... so what? that's boring!!!!. So let's add a little spice to that and bring back the good old runewords for that:
In addition to each charm granting this small bonus it has the potential to be in a charmword.Charmwords are a combination of runewords and charms and are the main way to add spice to the simple statstacking character of usual charms. The main reason why the talisman was scratched was because it didn't add any unique mechanic, it didn't add flavour to the game and that's why it wasn't a great addition. With charmwords you can have an entire metagame around the talisman that doesn't have a clear choice and allow for much customization.

Aligning charms into a certain order allows for the new mighty charmwords to work! Aligning charms in a row, in a line, or diagonally activates the charmword:

123 |000 |000 |100 |100 |010 |001 |003
000 |123 |000 |020 |200 |020 |002 |020
000 |000 |123 |003 |300 |030 |003 |100

Example: The charmword Ar-Ar-Ar adds 5 to all stats.

0 0 0 > Ar Ar Ar
0 0 0 > Ar Ar Ar
0 0 0 > Ar Ar Ar

This most simple version of a talisman grants additionally to each individual charms' affixes another "5 to all stats" bonus for every column and row -> + (8 * 5 = ) 40 to all stats.

In an ideal situation there should be about 4^3 = 64 different charmwords that are made by aligning 4 charms in a row. So such a talisman

Ar Bon Del
Del Bon Ar
Del Cur Cur

has completely different bonuses if you even chose to switch one charm.

Unlocking charmwords:
Every boss can drop a scroll to unlock a new charmword the player hasn't discovered yet. The unlocked charmwords are listed in a seperate window, showing their bonuses and how to create them. Only after finding the charmword the player can use it.

So lets create some charmwords:

- Ar Ar Ar: +5 to all stats
- Ar Ar Bon: 1% of your STR added to VIT
- Ar Ar Cur: 1% of your INT added to VIT
- Ar Ar Del: 1% of your DEX added to VIT
- Ar Bon Ar: 1% increased STR
- Ar Bon Bon: Increases damage by 2% of your VIT (additively to your main attribute)
- Ar Bon Cur: Adds 1 second to armorconversion-timer (crafted recipes)
- Ar Bon Del: Increases bloodshield regeneration by 10% (crafted recipes)
- Ar Cur Ar: 1% increased INT
- Ar Cur Bon: Increases damage by 2% of your VIT (additively to your main attribute)
- Ar Cur Cur: Adds 1 second to armorconversion-timer (crafted recipes)
- Ar Cur Del: Increases bloodshield regeneration by 10% (crafted recipes)
- Ar Del Ar: 1% increased DEX
- Ar Del Bon: Increases damage by 2% of your VIT (additively to your main attribute)
- Ar Del Cur: Adds 1 second to armorconversion-timer (crafted recipes)
- Ar Del Del: Increases bloodshield regeneration by 10% (crafted recipes)
- Bon Ar Ar: +12 STR
- Bon Ar Bon: Adds 1% of your physical resistance as damage
- Bon Ar Cur: Adds 10% of your critical chance to your dodge chance
- Bon Bon Bon: +10 STR
- Cur Ar Ar: +12 INT
- Cur Ar Bon: Adds 1% of your physical resistance as damage
- Cur Ar Cur: Adds 10% of your critical chance to your dodge chance
- Cur Cur Cur:+10 INT
- Del Ar Ar: +12 DEX
- Del Ar Bon: Adds 1% of your physical resistance as damage
- Del Ar Cur: Adds 10% of your critical chance to your dodge chance
- Del Del Del: +10 DEX
-

These are just a couple of possible stats.
Don't forget that each charm on its own also has affixes just like the charms in D2!

RESTRICTIONS RESTRICTIONS RESTRICTIONS!


Ok ok I see. You just putting down a few combinations at some point you got what you need and you are done with it, right? I don't want that, I don't like this idea and I don't like you for having it... So we need restrictions. Things that make the choice not as simple and obvious as you want it to be.
The first one we have is that you won't find the charms you would want. You might think about stackin Ar-Ar-Ar in every spot and be done with it. However, chances are you will find much much better Del charms and you will start thinking where to put those... Or you have crafted an almost perfect Bones charm. You wouldn't want to miss out on that bonus, would you? Scarcity of awesome charms is a good restriction but it's not enough.
So we need to make the spaces more valuable:

0 0 0
0 0 0
0 0 0

Currently the most important spaces in the charm grid are the top left, top right, bottom left and bottom right. If you get your desired charms in there you will be saturated very quickly so we need
Unique charmwords

1 0 2
0 0 0
3 0 4

After the player has found all regular charmwords, monsters can drop special unique charmwords with a very low chance (10 legendaries = 1 unique charmword)

These are mighty affixes and add a glow to the talisman (green, red, purple...) signalizing that it is a completed talisman.

Examples:
- Ar Ar Ar Ar: 5% chance to summon a fetish on every finished attack
- Ar Bon Cur Del: 50% reduced cooldown on summons
- Del Cur Bon Ar: Increases stat gain from charms by 10%
- Bon Cur Bon Cur: Quadruples the deflected damage (Imbue of refraction)
- Cur Bon Cur Bon: Enemies within your pickupradius burn for 10x your fireresist per second
- Del Ar Del Ar: Increases damage by 10% of your STR (additively to your main attribute)
- Cur Ar Cur Ar: Increases damage by 10% of your DEX (additively to your main attribute)
- Bon Ar Bon Ar: Increases damage by 10% of your INT (additively to your main attribute)

STILL WORK IN PROGRESS!
Edited by Dwelve#1798 on 4/11/2013 1:27 PM PDT
um... Very nice work there, but the devs don't want any of this. It clashes with their design philosophy of having the current auction house economy as the only source of character improvement. And even if once in a while some itemization features creep in, like the Marquise class, it will be reserved to the few random generated winners of the auction house economy because it will be so expensive that most of us can't even get near it.
For your own peace of mind, please assume from now on that the makers of this game are mentally unable to grasp the concept of fair play or gaming fun.
An alternative approach to charmwords, more complex to make, impossible to "break" or "figure out"

Charms - Talisman:

The Talisman has 4x4 grid in which you can put the charms you found but with an extra twist:

It's a combination of D2 runedwords and the D2 charms:

The charms grand their usual bonuses and can be put in a certain oder to create a "charmword"

Example:
x x x x
o o o o
o o o o
o o o o

You put Ar Ar Bon Cur in the "x" spots and you get the charmword bonus 4 Vitality, 2 Strength
Ar Ar Bon Cur
Ar O O O
Bon O O O
Cur O O O

would give you the charmword Ar Ar Bon Cur twice.

The basic idea is to create a small minigame following Blizzards tradional "easy to learn, hard to master" premise. Additionally to the regular bonuses charms give (2 affixes), charms that are put in a specific order give a "charmword"(like runeword)-bonus. These charmwords consist of 4 charms and work whenever they are aligned in a certain order in the talisman. There are 4 different charmtypes (Ar - Bon - Cur - Del). The talisman checks the following rows for charmwords:
1234 |0000 |0000 |0000 |1000 |0100 |0010 |0001
0000 |1234 |0000 |0000 |2000 |0200 |0020 |0002
0000 |0000 |1234 |0000 |3000 |0300 |0030 |0003
0000 |0000 |0000 |1234 |4000 |0400 |0040 |0004

and
1002 |1000 |0004 |0204 |0000 |0000 |0100 |0010 |0001
0000 |0200 |0030 |1030 |0204 |0000 |2000 |0200 |0020
0000 |0030 |0200 |0000 |1030 |0204 |0300 |0030 |0003
3004 |0004 |1000 |0000 |0000 |1030 |4000 |0400 |0040

This allows for a total of 17 charmwords-bonuses. These are the charmwords:
Ar Ar Ar Ar: +2 to all stats
Ar Ar Bon Cur: 4 Vitality, 2 Strength
Ar Ar Bon Del: 4 Vitality, 2 Strength
Ar Ar Bon Bon: 0.5% increased movementspeed
Ar Ar Cur Bon: 4 Vitality, 2 Strength
Ar Ar Cur Del: 4 Vitality, 2 Strength
Ar Ar Del Bon: Increases damage by 0.5% of your Dexterity (like main attribute damage boost)
Ar Ar Del Cur: Increases damage by 0.5% of your Dexterity
Ar Ar Del Del: Increases damage by 0.5% of your Dexterity
Ar Bon Ar Bon: Increases damage by 0.5% of your Strength
Ar Bon Ar Cur: 10 Intelligence
Ar Bon Ar Del: 10 Intelligence
Ar Bon Bon Ar: +5 Vitality
Ar Bon Bon Del: Increases damage by 0.5% of your Strength
Ar Bon Cur Cur: 4 Vitality, 2 Strength
Ar Bon Cur Del: 0.5% increased movementspeed
Ar Bon Cur Del: Increases damage by 0.5% of your Dexterity
Ar Bon Del Ar: 0.5% increased attackspeed
Ar Bon Del Cur: 1% increased attackspeed
Ar Cur Ar Cur: 6 Strength
Ar Cur Cur Cur: Increases damage by 0.5% of your Strength
Ar Cur Bon Bon: 6 Strength
Ar Cur Bon Cur: 5 Vitality
Ar Cur Bon Del: 6 Strength
Ar Cur Del Bon: 0.5% increased attackspeed
Ar Cur Del Cur: Increases damage by 0.5% of your Intelligence
Ar Cur Del Del: 0.5% increased attackspeed
Ar Del Del Cur: 0.5% increased attackspeed
Ar Del Bon Bon: Increases damage by 0.5% of your Intelligence
Ar Del Ar Del: 0.5% increased Strength, Dexterity, Intelligence
Ar Del Cur Cur: 0.5% increased movementspeed
Ar Del Cur Del: 5 lightning damage
Ar Del Del Cur: 5 lightning damage
Ar Del Bon Cur: Increases damage by 0.5% of your Dexterity
Ar Del Ar Ar: 4 minimum damage
Ar Del Del Del: Increases dexterity gained from charms by 6%
Bon Ar Ar Ar: 5 fire damage
Bon Ar Ar Bon: 5 fire damage
Bon Ar Ar Cur: 5 cold damage
Bon Ar Bon Del: 5 fire damage
Bon Ar Cur Ar: 10 Strength
Bon Ar Cur Del: 10 Strength
Bon Ar Del Ar: 10 Strength
Bon Ar Del Cur: 10 Strength
Bon Ar Del Del: 5 cold damage
Bon Bon Ar Ar: 4 maximum damage
Bon Bon Ar Cur: 4 maximum damage
Bon Bon Bon Bon: +4 Strength
Bon Bon Cur Ar: 10 Strength
Bon Bon Cur Del: 5 fire damage
Bon Bon Del Ar: 5 cold damage
Bon Bon Del Del: 4 maximum damage
Bon Cur Ar Del: 10 Intelligence
Bon Cur Ar Del: 20 Strength
Bon Cur Bon Del: 5 lightning damage
Bon Cur Bon Cur: 5 cold damage
Bon Cur Cur Ar: 5 cold damage
Bon Cur Cur Bon: 5 arcane damage
Bon Cur Del Del: 10 Intelligence
Bon Del Ar Ar: 10 Intelligence
Bon Del Ar Bon: 10 Intelligence
Bon Del Bon Ar: 10 Intelligence
Bon Del Bon Del: 5 lightning damage
Bon Del Cur Bon: 6 poison damage
Bon Del Cur Cur: 6 poison damage
Bon Del Del Del: 6 poison damage
Cur Ar Ar Bon: 2% Armor
Cur Ar Ar Cur: Increases physical damage by 1% of your physical resistance
Cur Ar Bon Cur: 1% reduced cooldowns
Cur Ar Bon Cur: 1% reduced cooldowns
Cur Ar Cur Bon: 1% Armor
Cur Ar Cur Del: 1% Armor
Cur Ar Del Ar: 5 arcane damage
Cur Bon Ar Ar: Increases armor by 4% of your Vitality
Cur Bon Ar Del: Increases armor by 8% of your Vitality
Cur Bon Bon Ar: Increases armor by 4% of your Vitality
Cur Bon Bon Bon: Increases armor by 4% of your Vitality
Cur Bon Cur Bon: 1% Armor
Cur Bon Cur Cur: Increases armor by 4% of your Vitality
Cur Bon Del Del: Increases armor by 4% of your Vitality
Cur Cur Ar Ar: Increases physical damage by 1% of your physical resistance
Cur Cur Ar Bon: 1% Armor
Cur Cur Ar Cur: 1% Armor
Cur Cur Bon Bon: Increases damage by 0.5% of your dexterity
Cur Cur Bon Del: Increases damage by 0.5% of your dexterity
Cur Cur Cur Cur: 4 Intelligence
Cur Cur Del Ar: 1% Armor
Cur Cur Del Bon: 0.5% increased cold damage
Cur Del Ar Bon: Increases physical damage by 1% of your physical resistance
Cur Del Del Ar: 1% reduced cooldowns
Cur Del Bon Ar: 1% reduced cooldowns
Cur Del Bon Bon: Increases damage by 0.5% of your dexterity
Cur Del Bon Del: 1% reduced cooldowns
Cur Del Bon Del: Increases strength gained from talisman by 6%
Del Ar Ar Bon: 0.5% increased cold damage
Del Ar Ar Cur: 0.5% increased poison damage
Del Ar Ar Del: Increases physical damage by 1% or our physical resistance
Del Ar Bon Ar: Increases physical damage by 1% of your physical resistance
Del Ar Bon Del: 0.5% increased fire damage
Del Ar Cur Ar: 0.5% increased fire damage
Del Ar Cur Bon: 0.5% increased movement speed
Del Ar Del Ar: 0.5 increased movement speed
Del Ar Del Cur: Increases physical damage by 1% of your physical resistance
Del Bon Ar Bon: 0.5% increased fire damage
Del Bon Ar Cur: 0.5% increased cold damage
Del Bon Bon Ar: 0.5% increased cold damage
Del Bon Bon Cur: 0.5% increased poison damage
Del Bon Cur Bon: 0.5% increased cold damage
Del Bon Cur Del: 0.5% increased poison damage
Del Bon Del Ar: 0.5% increased movementspeed
Del Bon Del Cur: 5 cold damage
Del Cur Ar Ar: 0.5% increased arcane damage
Del Cur Ar Cur: 10 Dexterity
Del Cur Del Bon: 10 Dexterity
Del Cur Del Del: 10 Dexterity
Del Cur Bon Bon: 0.5% increased arcane damage
Del Cur Bon Cur: Increases physical damage by 1% of your physical resistance
Del Cur Cur Ar: 0.5% increased poison damage
Del Cur Cur Del: 1% increased lightning damage
Del Del Ar Bon: Increases physical damage by 1% of your physical resistance
Del Del Ar Del: Increases physical damage by 1% of your physical resistance
Del Del Bon Del: Increases physical damage by 1.5% of your physical resistance
Del Del Cur Bon: Increases physical damage by 1% of your physical resistance
Del Del Cur Cur: Increases physical damage by 1% of your physical resistance
Del Del Del Ar: Increases vitality gained from taisman by 6%
Del Del Del Bon: Increases vitality gained from talisman by 6%
Del Del Del Del: 4 Dexterity

Create some talismans and try to be flexible! If your talisman is similar or the same to some1 else's than the system has failed!

Example:
Ar Bon Del Ar
Bon Ar Del Cur
Cur Del Bon Del
Del Del Del Bon

Has the following bonuses: -

Don't forget that each charm on its own also has affixes just like the charms in D2!

To make things interesting let's assume you have found 6 x Ar, 3 x Bon, 4 x Cur, 3 x Del

I want to see how easily you guys can "break" this and find an optimal solution to it.
Edited by Dwelve#1798 on 2/17/2013 9:21 AM PST
TL;DR, as long as you make the affixes having to compete with current affixes, its kind of dull the same way.

you need something that is build changing affixes.

eg: "double the range of channelled spells"
"weapon throw now pierces rocks and walls"
"teleport cd is reduced 1"
"each time you make an attack you have a 100% chance of recovering 50% of spirit once every second, you gain spirit from attacking the air"
"increase the duration of meteor to 30 seconds"
"increase the range of threaten shout to 80 yd radius"
"gloom duration is now permanent until you get hit, then it expires in 5 seconds"
"grenades now hit in a hemisphere around you."
"wave of force no longer has a cd, instead, it consumes 5% of your life when used"
01/16/2013 11:39 PMPosted by chrisloup
TL;DR, as long as you make the affixes having to compete with current affixes, its kind of dull the same way.


As long as there is a clear choice to make you will never chose the worse item. If you use teleport when would you ever want to not have the teleport cd affix instead of the thorns affix?

Besides, adding no new items but simply adding even more affixes that are even more specific is going to make loothunting even less rewarding.
you supposed to have multiple competing imbues of which there should be no clear choice of which to use.

the teleport cd affix is for wizards with teleport, obviously non wizards wouldn't have it.

then the teleport cd affix will have to compete with eg: mirror images of a thousand image affix, or perfect storm affix that turns ice armor into a full on 80 yd blizzard aura or the living lightning zoo that throws out a 360 degree living lighting 220 yd radius nuke..

something like that.
Edited by chrisloup#6305 on 1/17/2013 12:28 AM PST
Well in this example there are 3 amulet imbues:

Imbue of withering gives intelligence, strength and a random passive
Imbue of celerity gives dodge, movespeed and teleport
Imbue of domination gives Minion damage, pickup radius and double the amount of summoned minions.

Along with that you can make crafted amulets which give curse mastery (increased dot-damage, but can't roll crit) and amplify damage (increased damage taken by every consecutive successfull hit but the damage doesn't scale with crit)

In addition you can also choose to add jewelsockets instead of imbueing your amulet or crafting a new one. If you get awesome jewels, you could increase your total int by up to 16%, make the amulet indestructible, have movespeed bonus, pickupradius, blockchance increase certain abilities damage by up to 20%, increase certain a elements damage by 32%, increase an elements affinity by 24% (and many other options).

Doesn't that sound appealing at all?
Edited by Dwelve#1798 on 1/17/2013 12:53 AM PST
yes and no.
your imbues breaks class boundaries which ends up everyone with teleport..

I don't agree with stat enhancements either, its literally the same boring thing which results in people doing the same exact thing they have always done, only better.

the ultimate aim is to make build changing choices.

eg:
a) how do we move barbs from choosing ww barbing for farming and hota/weapon throw for ubers/pvp

b) how do move monks from crit clone/tr

c) how do we move wiz from bliz/hydra, cm variants and archon.

--
so we obviously need to look at all the "possible builds" that can exist and find out how to enable them.
Edited by chrisloup#6305 on 1/17/2013 12:34 AM PST
yes and no.your imbues breaks class boundaries which ends up everyone with teleport..


I just edited and listed a few possibilities for jewels.

If you chose to go for teleport you would miss out on up to 50% reduced cooldowns and having twice the minions (barbar using the ancients as his permanent companions!) or gaining ann additional passive.

Would you really just go for the teleport and give up all that?
Besides even if you chose to go for teleport you still have to get an awesome roll . A crappy 20 yards teleport on a 60 seconds cooldown isn't really a nice addition, is it? The chances of getting the perfect 60 yards range teleport on a 10 seconds cooldown is very unlikely to roll but if it does roll it can be damn powerfull.
the ultimate aim is to make build changing choices.eg:a) how do we move barbs from choosing ww barbing for farming and hota/weapon throw for ubers/pvpb) how do move monks from crit clone/trc) how do we move wiz from bliz/hydra, cm variants and archon.--so we obviously need to look at all the "possible builds" that can exist and find out how to enable them.


This is a class abilities issue and it's not a big one.

These builds are to strong and need to be toned down, it's as simple as that. When a big patch (1.1) or an addon hits Blizzard can finally reduce the damage of tornadoes by 60% and remove the perma uptime of Archon/Frostnova.

And once the characters have been give choices in their abilities (which they already have) you can increase the customizabilty even more by giving choices in the itemdepartment.

And as i have alread said. It is waaay more exciting to farm all the 3 amulet imbues, crafting materials, good rare amulets and jewels instead of just farming good rare amulets.
Edited by Dwelve#1798 on 1/17/2013 12:53 AM PST
Read it! It's worth the time.
This sounds fantastic... except: I have zero interest in crafting.

I want to get my item upgrades from monster drops. Not from the AH, and not from crafting.

The #1 improvement Diablo 3 needs is proper area randomization, aka end-game content, which could be implemented with endless dungeons, for instance. And/or procedurally generated content dynamically added as you delve deeper into a dungeon or cave.

The #2 improvement Diablo 3 needs is actual thrill factor. Like Diablo 1 had. Like Amnesia: The Dark Descent had. Running around at top speed is fun, but it's not what I had in mind when I started playing Diablo 3. What I had in mind was creeping slowly and carefully around corners and through doorways, trying desperately to see through the horrific gloom and darkness. Listening for the screeches and growls of monsters and demons lurking just beyond my vision. Halls of the Blind, anyone?

The #3 improvement is probably fixing the item drops. Cut the # of rares down 20x over, and increase chance of a 'good' rare dropping 20x over. The net result is you still get a similar number of good rares, only your inventory isn't flooded by useless garbage.

I don't deny that having crafting as a proper option would be nice for many players, it's just that I don't think it's going to fix Diablo 3 by itself.
Edited by Aeed#2733 on 1/17/2013 1:58 AM PST
01/17/2013 01:54 AMPosted by Aeed
The #3 improvement is probably fixing the item drops. Cut the # of rares down 20x over, and increase chance of a 'good' rare dropping 20x over. The net result is you still get a similar number of good rares, only your inventory isn't flooded by useless garbage.


That is being addressed. Currently you find an item and either it's a DPS increase or it is not. If it is not a dps increase the item is useless if it is a dps increase the chances of finding another dps increase are decreased.
It feels so unrewarding because there is no middleground to that, no alternative path you can take to improve your character. Increasing drop quality doesn't change anything you still come to the point where every item drop has a decreased chance of being usefull.
Instead you have to create multiple paths to take on and allowing the player to take small steps in each of those. Jewels for example have the great advantage that you are basicly looking at another 20 itemslots that you can upgrade. It is much easier to find many small upgrades instead of finding a few big ones.
Sounds like it's not being addressed at all. What if you have a defensive character? What if, heavens forbid, you have a well-rounded character?

The only way a pure DPS upgrade would help is if you have a glass cannon character.
WoW. Respect to you and your work!

You make very good points on parallel progression, and then design your suggestion in detail. Amazing!
Edited by Ceriulun#2442 on 1/17/2013 2:17 AM PST
Sounds like it's not being addressed at all. What if you have a defensive character? What if, heavens forbid, you have a well-rounded character?The only way a pure DPS upgrade would help is if you have a glass cannon character.


Maybe read my thread first?

There are plenty of options that allow more defense. Shields get superunique imbues that don't make sigh for losing out damage as well as allternative affixes like armorconversion that allow for different types of defense and making summoned creates better at defending you.

But that's not really the issue. The issue is, even if you focus on a defensive character, there is no way to encourage you to not take a simple dps increase that doesn't decrease your defense. An item that shows two green numbers is better than one that shows no green numbers at the comarison screen. It doesn't even matter what slot you look at. You can completely remove all the item slots and just pick up damage or defense.
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